What Do You Get from Turning on Your Video? Effects of Videoconferencing Affordances on Remote Class Experience During COVID-19
Yanting Wu, Yuan Sun, S. Shyam Sundar

TL;DR
This research investigates how videoconferencing features like modality, interactivity, and agency affect students' engagement, interaction, and satisfaction during COVID-19 online classes, highlighting key mediators and influencing factors.
Contribution
It identifies the positive impact of videoconferencing affordances on learning experiences and examines how student and peer behaviors influence platform usage, providing practical design insights.
Findings
Videoconferencing affordances increase engagement and satisfaction.
Perceived anonymity and nonverbal cues mediate effects.
Classmate influence affects camera usage.
Abstract
The outbreak of COVID-19 forced schools to swiftly transition from in-person classes to online or remote offerings, making educators and learners alike rely on online videoconferencing platforms. Platforms like Zoom offer audio-visual channels of communication and include features that are designed to approximate the classroom experience. However, it is not clear how students' learning experiences are affected by affordances of the videoconferencing platforms or what underlying factors explain the differential effects of these affordances on class experiences of engagement, interaction, and satisfaction. In order to find out, we conducted two online survey studies: Study 1 (N = 176) investigated the effects of three types of videoconferencing affordances (i.e., modality, interactivity, and agency affordances) on class experience during the first two months after the transition to online…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsCommunication in Education and Healthcare · Virtual Reality Applications and Impacts · COVID-19 and Mental Health
